Since I shared my tau starships info, I decided to write up the necron ships as well. I'll probably do up the tyranid ships sometime as well, but for now here is this:
necron ships
sepulchre
Any non-necron ship within 4 VUs of a necron ship with a sepulchre must make a command check every round or lose 1d10 morale. The penalty gets worse by -10 every round. Attack craft pilots must make a command (for squadrons) or willpower (for individuals) check with the same modifiers or lose control of the craft. Torpedoes have a 50% chance of going haywire and destroying themselves.
lightning arc
* strength 1d10+4 damage 4 critical 6 range
These function as macrocannons with a few exceptions. First holofields, shadowfields, and ghost fields (and anything that functions simularly) are completly ineffective against lightning arcs. Second the total strength may be divided between multiple targets, with the restriction of one target per fire arc the lightning arc can fire into. EXAMPLE: a lightning arc that has 10 strength and fires to the fore, port, and starboard fire arcs, could attack a target in the fore with 4 strength, a target in the port side arc with 4 strength, and a target in the starboard fire arc with 2 strength. Any combination withing those restrictions may be used.
Star pulse generator
When the star pulse generator fires it effects every non-necron ship within 4 VUs of the vessel that used it. Holofields, shadow fields, and ghostfields (or any simular device) are completely ineffective against this attack. Each vessel struck is hit for 2d10+5 damage. Armor and shields apply normally.
gauss partical whip
x strength 1d10+4 damage 3 critical 9 range
This weapon functions as a lance. Holofields, shadowfields, and ghostfields (and any simular device) are ineffective. If enough degrees of success are rolled to generate a critical hit, then shields do not apply to the attack.
Portals
acts as a teleportarium with a range of 2 VUs. Each portal allows the ship to make an additional hit and run attack on any ship within range that have had its shields down during that turn.
Reactive hulls
The living metal the ship is made out of reacts to various situations.
The ship ignores all celestial phenomena.
Focused scans do not penetrate the living metal of the ship.
Rather than void shields the reactive hull counters the effects of incoming attacks as best it can, this functions the same as a personal scale force field of the indicated rating, with 0 chance for overload.
If a necron ship convert energy to protective aspects of the hull. When it does this it's ractive hull protection rating increases to 80%. When energy is redirected this way, focused scans can function against the necron ship.
The living metal self repairs and any repair rolls are automaticlly passed once the aloted time has been expended for the roll.
Inertialess drive
non-combat: allows the ship to attain faster than light speeds without entering the warp
combat: whenever adjust speed maneuver is used the ship may decrease or increase its move VU equal to 2 VU per degree of success, and make a single turn for every 4 VU traveled.
Disengaging
Necron ships disengage by phasing out of normal space, to somewhere only necrons know. Chasing a necron ship is not possible.
Necrons always disengage before their ship is un able to.
Morale: Necrons do not suffer morale damage.
THE SHIPS
Cairn class Tombship
battleship
speed 4
reactive armor 50%
turret rating 4
manueverability +10
armor 18
detection +20
hull integrity 150
weapons
lighting arc 30 strength fore/port/starboard
gauss particle whip 6 strength fore/port/starboard
sepulchre
star pulse generator
3 portals
reactive hull
inertialess drive
Scythe class Harvest ship
Cruiser
speed 6
reactive armor 35%
turret rating 3
manueverability +10
armor 18
detection +20
hull integrity 80
weapons
lightning arc 12 strength port/starboard
gauss particle whip 4 strength fore/port/starboard
star pulse generator
2 portals
reactive hull
inertialess drive
Shroud class light crusier
Light cruiser
speed 6
reactive armor 35%
turret rating 1
manueverability +10
armor 18
detection +30
hull integrity 60
weapons
lightning arc strength 15 fore/port/starboard
reactive hull
inertialess drive
special: the shrouds additional stealth systems will never activate automated systems (IE mines)
Jackal class Raider
raider
speed 8
reactive armor 20%
turret rating 1
manueverability +20
armor 18
detection +20
hull integrity 30
weapons
Lightning arc strength 6 fore
1 portal
reactive hull
inertialess drive
Dirge class raider
Raider
speed 10
reactive armor 20%
turret rating 1
manueverability +10
armor 18
detection +20
hull integrity 25
weapons
Lightning arc strength 5 fore
reactive hull
inertialess drive
Hope this is useful to someone out there.